Jenova Dreamweaver (5e Creature)

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Jenova Dreamweaver[edit]

Large aberration, lawful evil

Armor Class 17 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 20 ft.

24 (+7) 10 (+0) 20 (+5) 15 (+2) 14 (+2) 20 (+5)

Saving Throws Con +11, Wis +8
Skills Arcana +8, Perception +8
Damage Resistances poison, psychic; bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities charmed, frightened, petrified
Senses truesight 60 ft.; passive Perception 18
Languages Deep Speech; telepathy to 100 ft.
Challenge 19 (22,000 XP)

Inscrutable. Jenova is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell it refuses. Wisdom (Insight) checks made to ascertain Jenova’s intentions or sincerity have disadvantage.

Legendary Resistance (3/Day). If Jenova fails a saving throw, it can choose to succeed instead.

Magic Resistance. Jenova has advantage on saving throws against spells and other magical effects.

Magic Weapons. Jenova’s natural weapons are magical.

Regeneration. Jenova recovers 20 hit points at the start of each of its turns.


Multiattack. Jenova makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage.

Vengeance. Ranged Spell Attack: +11 to hit, range 30 ft., one target. Hit: 14 (3d8) necrotic damage, and the target must succeed on a DC 19 Strength saving throw or fall prone. If the target attacked Jenova on its last turn, it has vulnerability to this damage and makes the save with disadvantage.

Special Attack (Recharge 5-6). Jenova uses one of the following attack actions.
Shadow out of Time. Jenova casts its otherworldly shadow across a creature within 60 feet that it can see. The creature must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mourning Wail. Jenova lets out an otherworldly cry. Each creature within a 20-foot radius of Jenova must make a DC 19 Constitution saving throw, taking 28 (8d6) thunder damage and 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.
Black Bile. Tarry rain falls in a 60-foot cylinder that is 30 feet wide centered on a point within 60 feet of Jenova. Each creature in that area must make a DC 19 Dexterity saving throw, taking 21 (6d6) acid damage and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature’s movement speed is also halved until the end of its next turn.


The Jenova can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jenova regains spent legendary actions at the start of its turn.

Teleport. Jenova magically teleports to an unoccupied space within 120 feet it can see.
Vengeance. Jenova casts vengeance.
Cast Aside (Costs 2 Actions). Jenova lashes out with its tentacles, forcing each creature within a 10-foot radius to make a DC 21 Dexterity saving throw. On a failed save, a creature takes 18 (3d6 +7) bludgeoning damage and is pushed up to 20 feet away from Jenova. On a success, a creature takes half as much damage and is pushed up to 10 feet away.

Image taken from the Final Fantasy Wiki

The hideous creature called Jenova is said to hail from beyond the stars. Its grotesque form conceals an intelligent alien mind capable of unleashing otherworldly powers.

Calamity from the Skies. Jenova is thought to have arrived on the material plane thousands of years ago. Legends from that time speak of a fiery comet which fell from the sky, and of a terrible beast which devoured all that crossed its path. Since then the creature has been dormant, though in recent years it has begun to stir.

Unnatural Abilities. Jenova defies the rules of the material plane with its very existence. Its very shadow freezes any creature that it falls across, and if wounded it can strike back with bolts of dark energy. It can also let out otherworldly screams which ravage the mind as much as the ears, and conjure foul black rain which burns and rots whatever it touches.

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